178 lines
5.3 KiB
C#
178 lines
5.3 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using Unity.Mathematics;
|
|
using static Unity.Mathematics.math;
|
|
|
|
[Inspectable, RuntimeInspectable]
|
|
public class ChargedWeaponData : InstantWeaponData
|
|
{
|
|
[Inspectable, LegacyPayloadKey(21), RuntimeInspectable]
|
|
public PerformanceStat ChargeTime = new PerformanceStat();
|
|
|
|
[Inspectable, LegacyPayloadKey(22), RuntimeInspectable]
|
|
public PerformanceStat ChargeEnergy = new PerformanceStat();
|
|
|
|
[Inspectable, LegacyPayloadKey(23), RuntimeInspectable]
|
|
public PerformanceStat ChargeHeat = new PerformanceStat();
|
|
|
|
[Inspectable, LegacyPayloadKey(24)]
|
|
public bool CanFireEarly;
|
|
|
|
[Inspectable, LegacyPayloadKey(25)]
|
|
public float FailureCharge;
|
|
|
|
[Inspectable, LegacyPayloadKey(26)]
|
|
public float FailureDamage = 1;
|
|
|
|
[Inspectable, LegacyPayloadKey(27)]
|
|
public float ChargeFiringDamageMultiplier = 1;
|
|
|
|
[Inspectable, LegacyPayloadKey(28)]
|
|
public float ChargeFiringSpreadMultiplier = 1;
|
|
|
|
[Inspectable, LegacyPayloadKey(29)]
|
|
public float ChargeFiringBurstCountMultiplier = 1;
|
|
|
|
[Inspectable, LegacyPayloadKey(30)]
|
|
public float ChargeFiringVisibilityMultiplier = 1;
|
|
|
|
[Inspectable, LegacyPayloadKey(31)]
|
|
public float ChargeFiringVelocityMultiplier = 1;
|
|
|
|
[Inspectable, LegacyPayloadKey(32)]
|
|
public float ChargeFiringHeatMultiplier = 1;
|
|
|
|
public override Behavior CreateInstance(EquippedItem item)
|
|
{
|
|
return new ChargedWeapon(this, item);
|
|
}
|
|
|
|
public override Behavior CreateInstance(ConsumableItemEffect item)
|
|
{
|
|
return new ChargedWeapon(this, item);
|
|
}
|
|
}
|
|
|
|
public class ChargedWeapon : InstantWeapon
|
|
{
|
|
private ChargedWeaponData _data;
|
|
private bool _charging;
|
|
private bool _charged;
|
|
private float _charge;
|
|
private float _progress;
|
|
|
|
public float ChargeTime { get; protected set; }
|
|
public float ChargeEnergy { get; protected set; }
|
|
public float ChargeHeat { get; protected set; }
|
|
|
|
public override float DamagePerSecond => Damage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime);
|
|
public override float RangeDamagePerSecond(float range)
|
|
{
|
|
return Damage *
|
|
_data.ChargeFiringDamageMultiplier *
|
|
_data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) /
|
|
(Cooldown + ChargeTime);
|
|
}
|
|
|
|
public event Action OnStartCharging;
|
|
public event Action OnStopCharging;
|
|
public event Action OnCharged;
|
|
public event Action OnFailed;
|
|
|
|
public override void ResetEvents()
|
|
{
|
|
base.ResetEvents();
|
|
OnStartCharging = null;
|
|
OnStopCharging = null;
|
|
OnCharged = null;
|
|
OnFailed = null;
|
|
}
|
|
|
|
public override float Progress => saturate(_charging ? _charge : _cooldown);
|
|
|
|
public float Charge
|
|
{
|
|
get => _charge;
|
|
}
|
|
|
|
public ChargedWeapon(ChargedWeaponData data, EquippedItem item) : base(data, item)
|
|
{
|
|
_data = data;
|
|
}
|
|
|
|
public ChargedWeapon(ChargedWeaponData data, ConsumableItemEffect item) : base(data, item)
|
|
{
|
|
_data = data;
|
|
}
|
|
|
|
protected override void UpdateStats()
|
|
{
|
|
base.UpdateStats();
|
|
ChargeTime = Evaluate(_data.ChargeTime);
|
|
ChargeEnergy = Evaluate(_data.ChargeEnergy);
|
|
ChargeHeat = Evaluate(_data.ChargeHeat);
|
|
Damage *= lerp(1, _data.ChargeFiringDamageMultiplier, saturate(_charge));
|
|
Heat *= lerp(1, _data.ChargeFiringHeatMultiplier, saturate(_charge));
|
|
Spread *= lerp(1, _data.ChargeFiringSpreadMultiplier, saturate(_charge));
|
|
BurstCount *= lerp(1, _data.ChargeFiringBurstCountMultiplier, saturate(_charge));
|
|
Visibility *= lerp(1, _data.ChargeFiringVisibilityMultiplier, saturate(_charge));
|
|
Velocity *= lerp(1, _data.ChargeFiringVelocityMultiplier, saturate(_charge));
|
|
}
|
|
|
|
public override bool Execute(float dt)
|
|
{
|
|
if (_charging)
|
|
{
|
|
_charge += dt / ChargeTime;
|
|
Item.SetAudioParameter(SpecialAudioParameter.ChargeLevel, saturate(_charge));
|
|
if (!_charged)
|
|
{
|
|
AddHeat(ChargeHeat * (dt / ChargeTime));
|
|
if(_charge > 1)
|
|
{
|
|
_charged = true;
|
|
OnCharged?.Invoke();
|
|
}
|
|
}
|
|
if (_data.FailureCharge > 1 && _charge > _data.FailureCharge)
|
|
{
|
|
_charging = false;
|
|
_cooldown = 1;
|
|
_coolingDown = true;
|
|
_charge = 0;
|
|
OnFailed?.Invoke();
|
|
Item.FireAudioEvent(ChargedWeaponAudioEvent.Fail);
|
|
CauseDamage(_data.FailureDamage);
|
|
}
|
|
}
|
|
return base.Execute(dt);
|
|
}
|
|
|
|
public override void Activate()
|
|
{
|
|
if(!_charging && !_coolingDown)
|
|
{
|
|
OnStartCharging?.Invoke();
|
|
Item.FireAudioEvent(ChargedWeaponAudioEvent.Start);
|
|
_charging = true;
|
|
_charged = false;
|
|
}
|
|
}
|
|
|
|
public override void Deactivate()
|
|
{
|
|
if (_charging)
|
|
{
|
|
if (_data.CanFireEarly || _charge > 1)
|
|
{
|
|
Trigger();
|
|
_charge = 0;
|
|
}
|
|
OnStopCharging?.Invoke();
|
|
Item.FireAudioEvent(ChargedWeaponAudioEvent.Stop);
|
|
_charging = false;
|
|
}
|
|
}
|
|
}
|
|
|